mirror of
https://github.com/logsol/chuck.js.git
synced 2026-05-11 18:47:35 +00:00
repaired debug draw, added more classes from game draft
This commit is contained in:
parent
1d24d98297
commit
5a6581393e
6 changed files with 354 additions and 71 deletions
105
lib/Chuck/Physics/Doll.js
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105
lib/Chuck/Physics/Doll.js
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@ -0,0 +1,105 @@
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define(['Doll'], function(){
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Chuck.Physics.Doll = function(engine){
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this._engine = engine;
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this._body;
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this._legs;
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this._contactPoint;
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this.init(this._engine.getWorld());
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}
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Chuck.Physics.Doll.prototype.init = function (world) {
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var bodyDef = new Chuck.b2BodyDef();
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bodyDef.position.x = 220 / Chuck.Settings.RATIO;
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bodyDef.position.y = 0 / Chuck.Settings.RATIO;
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bodyDef.fixedRotation = true;
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bodyDef.linearDamping = Chuck.Settings.PLAYER_LINEAR_DAMPING;
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bodyDef.type = Chuck.b2Body.b2_dynamicBody;
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this._body = world.CreateBody(bodyDef);
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var fixtureDef = new Chuck.b2FixtureDef();
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fixtureDef.density = Chuck.Settings.PLAYER_DENSITY;
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fixtureDef.friction = 0;
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fixtureDef.restitution = Chuck.Settings.PLAYER_RESTITUTION;
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var headShape = new Chuck.b2CircleShape();
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headShape.SetRadius(5 / Chuck.Settings.RATIO);
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headShape.SetLocalPosition(new Chuck.b2Vec2(0 / Chuck.Settings.RATIO, -37 / Chuck.Settings.RATIO));
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fixtureDef.shape = headShape;
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fixtureDef.isSensor = false;
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fixtureDef.userData = 'myHead';
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this._body.CreateFixture(fixtureDef);
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var bodyShape = new Chuck.b2PolygonShape();
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bodyShape.SetAsOrientedBox(5 / Chuck.Settings.RATIO, 16 / Chuck.Settings.RATIO, new Chuck.b2Vec2(0 / Chuck.Settings.RATIO, -21 / Chuck.Settings.RATIO));
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fixtureDef.shape = bodyShape;
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fixtureDef.isSensor = false;
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fixtureDef.userData = 'myBody';
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this._body.CreateFixture(fixtureDef);
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var legsShape = new Chuck.b2CircleShape();
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legsShape.SetRadius(5 / Chuck.Settings.RATIO);
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legsShape.SetLocalPosition(new Chuck.b2Vec2(0 / Chuck.Settings.RATIO, -5 / Chuck.Settings.RATIO));
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fixtureDef.shape = legsShape;
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fixtureDef.friction = Chuck.Settings.PLAYER_FRICTION;
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fixtureDef.isSensor = false;
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fixtureDef.userData = 'myLegs';
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this._legs = this._body.CreateFixture(fixtureDef);
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var feetShape = new Chuck.b2CircleShape();
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feetShape.SetRadius(4 / Chuck.Settings.RATIO);
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feetShape.SetLocalPosition(new Chuck.b2Vec2(0 / Chuck.Settings.RATIO, 0 / Chuck.Settings.RATIO));
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fixtureDef.shape = feetShape;
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fixtureDef.isSensor = true;
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fixtureDef.userData = 'myFeet';
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this._body.CreateFixture(fixtureDef);
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this._body.SetActive(false);
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}
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Chuck.Physics.Doll.prototype.spawn = function (x, y) {
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this._body.SetPosition(new Chuck.b2Vec2(x / Chuck.Settings.RATIO, y / Chuck.Settings.RATIO));
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this._body.SetActive(true);
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}
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Chuck.Physics.Doll.prototype.getBody = function () {
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return this._body;
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}
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Chuck.Physics.Doll.prototype._setFriction = function (friction) {
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if(!friction) friction = -1;
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if (this._legs.GetFriction() != friction)
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{
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this._legs.SetFriction(friction);
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}
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}
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Chuck.Physics.Doll.prototype.move = function (direction, speed) {
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this._setFriction(Chuck.Settings.PLAYER_MOTION_FRICTION);
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this._body.SetAwake(true);
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var vector = new Chuck.b2Vec2(speed * direction, this._body.GetLinearVelocity().y);
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this._body.SetLinearVelocity(vector);
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}
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Chuck.Physics.Doll.prototype.stop = function () {
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this._setFriction(Chuck.Settings.PLAYER_FRICTION);
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}
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Chuck.Physics.Doll.prototype.jump = function () {
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this._body.SetAwake(true);
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var vector = new Chuck.b2Vec2(0, -Chuck.Settings.JUMP_SPEED);
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this._body.ApplyImpulse(vector, this._body.GetPosition());
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// maybe change to a constant force instead of applying of force?
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// to prevent higher jumping running uphill, etc.
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}
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Chuck.Physics.Doll.prototype.jumping = function () {
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var vector = new Chuck.b2Vec2(0, -0.1);
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this._body.ApplyImpulse(vector, this._body.GetPosition());
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}
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}
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@ -6,7 +6,7 @@ define(["Chuck/Settings", "Box2D/Box2D"], function(Settings, Box2D){
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}
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Engine.prototype.init = function() {
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this._world = new Box2D.Dynamics.b2World(new Box2D.Common.Math.b2Vec2(0, Settings.Box2D_GRAVITY), Settings.Box2D_ALLOW_SLEEP);
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this._world = new Box2D.Dynamics.b2World(new Box2D.Common.Math.b2Vec2(0, Settings.BOX2D_GRAVITY), Settings.BOX2D_ALLOW_SLEEP);
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if(Settings.IS_BROWSER_ENVIRONMENT) {
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this.setupDebugDraw();
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@ -25,32 +25,30 @@ define(["Chuck/Settings", "Box2D/Box2D"], function(Settings, Box2D){
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}
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Engine.prototype.setupDebugDraw = function() {
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var debugSprite = Settings.DEBUG_DRAW_CANVAS_SPRITE;
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console.log(debugSprite);
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//var debugSprite = Settings.DEBUG_DRAW_CANVAS_SPRITE;
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var debugSprite = document.getElementById("canvas").getContext("2d");
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// set debug draw
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var dbgDraw = new Box2D.Dynamics.b2DebugDraw();
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var debugDraw = new Box2D.Dynamics.b2DebugDraw();
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dbgDraw.SetSprite(debugSprite);
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dbgDraw.SetDrawScale(Settings.RATIO);
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dbgDraw.SetAlpha(0.5);
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dbgDraw.SetFillAlpha(0.1);
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dbgDraw.SetLineThickness(0);
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debugDraw.SetSprite(debugSprite);
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debugDraw.SetDrawScale(Settings.RATIO);
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debugDraw.SetDrawScale(30.0);
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debugDraw.SetFillAlpha(0.5);
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debugDraw.SetLineThickness(1.0);
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dbgDraw.SetFlags(null
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| dbgDraw.e_shapeBit
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//| b2DebugDraw.e_jointBit
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//| b2DebugDraw.e_coreShapeBit
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//| b2DebugDraw.e_aabbBit
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//| b2DebugDraw.e_centerOfMassBit
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//| b2DebugDraw.e_obbBit
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//| b2DebugDraw.e_pairBit
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);
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this._world.SetDebugDraw(dbgDraw);
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debugDraw.SetFlags(null
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| Box2D.Dynamics.b2DebugDraw.e_shapeBit
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| Box2D.Dynamics.b2DebugDraw.e_jointBit
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//| Box2D.Dynamics.b2DebugDraw.e_coreShapeBit
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//| Box2D.Dynamics.b2DebugDraw.e_aabbBit
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//| Box2D.Dynamics.b2DebugDraw.e_centerOfMassBit
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//| Box2D.Dynamics.b2DebugDraw.e_obbBit
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//| Box2D.Dynamics.b2DebugDraw.e_pairBit
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);
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this._world.SetDebugDraw(debugDraw);
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this._world.SetWarmStarting(true);
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console.log('Debug Draw was set up');
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}
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Engine.prototype.createBody = function(bodyDef) {
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@ -58,7 +56,7 @@ define(["Chuck/Settings", "Box2D/Box2D"], function(Settings, Box2D){
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}
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Engine.prototype.update = function() {
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this._world.Step(Settings.Box2D_TIME_STEP, Settings.Box2D_VELOCITY_ITERATIONS, Settings.Box2D_POSITION_ITERATIONS);
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this._world.Step(Settings.BOX2D_TIME_STEP, Settings.BOX2D_VELOCITY_ITERATIONS, Settings.BOX2D_POSITION_ITERATIONS);
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this._world.ClearForces();
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this._world.DrawDebugData();
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}
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183
lib/Chuck/Player.js
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183
lib/Chuck/Player.js
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define(['Doll'], function(){
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function Player (physicsEngine, repository) {
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this._physicsEngine = physicsEngine;
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this._repository = repository;
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this._standing = false;
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this._doll;
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this._mc;
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this._currentAnimationState = 'stand';
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this._lookDirection = 1;
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this._moveDirection = 0;
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this.init();
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}
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Player.prototype.init = function() {
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this._doll = new Doll(this._physicsEngine);
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//this._mc = EmbedHandler.load(EmbedHandler.CHUCK);
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//this._mc.stop();
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//var mclp = new MovieClipLabelParser();
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//mclp.parse(this._mc);
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}
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Player.prototype.spawn = function(x, y) {
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//this._repository.createModel(this._mc, this._doll.getBody());
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this._doll.spawn(x, y);
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}
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Player.prototype.getDoll = function() {
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return this._doll;
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}
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Player.prototype.getBody = function() {
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return this._doll.getBody();
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}
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Player.prototype.setStanding = function(isStanding) {
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var resetStates = ['jump', 'jumploop'];
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if (resetStates.indexOf(this._currentAnimationState)>=0 && !this._standing && isStanding)
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{
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this._animate('stand');
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}
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this._standing = isStanding;
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}
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Player.prototype.isStanding = function() {
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return this._standing;
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}
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Player.prototype.move = function(direction) {
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this._moveDirection = direction;
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switch(true) {
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case direction == this._lookDirection && this.isStanding():
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this._doll.move(direction, Chuck.Settings.RUN_SPEED);
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break;
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case !this.isStanding():
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this._doll.move(direction, Chuck.Settings.FLY_SPEED);
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break;
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default:
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this._doll.move(direction, Chuck.Settings.WALK_SPEED);
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break;
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}
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if (this.isStanding()) {
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this._animate(this._calculateWalkAnimation());
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}
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}
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Player.prototype.stop = function() {
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this._moveDirection = 0;
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this._doll.stop();
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if (this._isWalking() || this._standing) {
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this._animate('stand');
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}
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}
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Player.prototype.jump = function() {
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if (this.isStanding())
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{
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this._doll.jump();
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this._animate('jump');
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this.setStanding(false);
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}
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}
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Player.prototype.jumping = function() {
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if (!this.isStanding()) {
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this._doll.jumping();
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}
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}
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Player.prototype.duck = function() {
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if (this._standing && !this._isWalking()) {
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this._animate('duck');
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}
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}
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Player.prototype.standUp = function() {
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if (this._standing) {
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this._animate('standup');
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}
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}
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Player.prototype._animate = function(type) {
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if (type == this._currentAnimationState) {
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return;
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}
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//this._mc.gotoAndPlay(type);
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this._currentAnimationState = type;
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}
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Player.prototype._calculateWalkAnimation = function() {
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if (this._moveDirection == this._lookDirection) {
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return 'run';
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}
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return 'walkback';
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}
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Player.prototype.look = function(x, y) {
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/*
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var degree = Math.atan2(Chuck.Settings.STAGE_WIDTH / 2 - x, Chuck.Settings.STAGE_HEIGHT / 2 - 25 - y) / (Math.PI / 180);
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var lastLookDirection = this._lookDirection;
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if (x < Chuck.Settings.STAGE_WIDTH / 2) {
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this._mc.scaleX = -1;
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this._lookDirection = -1;
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degree = (-45 + degree / 2);
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this._mc.head.rotation = degree;
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} else if (x >= Chuck.Settings.STAGE_WIDTH / 2) {
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this._mc.scaleX = 1;
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this._lookDirection = 1;
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degree = (45 + -degree / 2) - 90;
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this._mc.head.rotation = degree;
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}
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if (this._lookDirection != lastLookDirection && this._isWalking()) {
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this._animate(this._calculateWalkAnimation());
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}*/
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}
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Player.prototype._isWalking = function() {
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var states = ['walk', 'walkback', 'run'];
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if (states.indexOf(this._currentAnimationState) >= 0) {
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return true;
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}
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return false;
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}
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// called by CollisionDetection
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Player.prototype.onFootSensorDetection = function(isColliding) {
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if(isColliding) {
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if(this._doll.getBody().GetLinearVelocity().y < -Chuck.Settings.JUMP_SPEED && !this.isStanding()) {
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return;
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}
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this.setStanding(true);
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} else {
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// TODO This needs some more thought to it.
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// maybe take a look at collision groups for collision detection,
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// to group all tiles together
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//this.setStanding(false);
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//this._animate('jumploop');
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}
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}
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Player.prototype.update = function() {
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//this._mc.head.y = this._mc.head_posmask.y;
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if (this._doll.getBody().GetLinearVelocity().x == 0 && this._isWalking()) {
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this.stop();
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}
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if (!this._doll.getBody().IsAwake()) {
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this.setStanding(true);
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}
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}
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}
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@ -8,6 +8,8 @@ define(["Chuck/Physics/Engine", "Box2D/Box2D"], function(PhysicsEngine, Box2D){
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this._inputControlUnit;
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this._keyboardInput;
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this._bodyDef;
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this.init();
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};
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@ -15,25 +17,9 @@ define(["Chuck/Physics/Engine", "Box2D/Box2D"], function(PhysicsEngine, Box2D){
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this._physicsEngine = new PhysicsEngine();
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/*
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var fixDef = new Box2D.Dynamics.b2FixtureDef;
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fixDef.density = 1.0;
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fixDef.friction = 0.99;
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fixDef.restitution = .51;
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var bodyDef = new Box2D.Dynamics.b2BodyDef;
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bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
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fixDef.shape = new Box2D.Collision.Shapes.b2PolygonShape;
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fixDef.shape.SetAsBox(0.4, 0.4);
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this._physicsEngine.createBody(bodyDef).CreateFixture(fixDef);
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bodyDef.position.x = 2;
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bodyDef.position.y = 3;
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console.log('bodying');*/
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///------
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var world = this._physicsEngine.getWorld();
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@ -63,25 +49,28 @@ define(["Chuck/Physics/Engine", "Box2D/Box2D"], function(PhysicsEngine, Box2D){
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bodyDef.position.Set(21.8, 13);
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world.CreateBody(bodyDef).CreateFixture(fixDef);
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// create some objects
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// create object
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bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
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for(var i = 0; i < 5; i++) {
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fixDef.shape = new Box2D.Collision.Shapes.b2PolygonShape;
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fixDef.shape.SetAsBox(0.4, 0.4);
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fixDef.shape = new Box2D.Collision.Shapes.b2PolygonShape;
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fixDef.shape.SetAsBox(0.4, 0.4);
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bodyDef.position.x = ((i + 1) * 2) % 8;
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bodyDef.position.y = 3;
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bodyDef.position.x = 10;
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bodyDef.position.y = 2;
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bodyDef.userData = {
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'bodyId': i + ''
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};
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bodyDef.userData = {
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'bodyId': 1 + ''
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};
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world.CreateBody(bodyDef).CreateFixture(fixDef);
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}
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world.CreateBody(bodyDef).CreateFixture(fixDef);
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this._bodyDef = bodyDef;
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//this._me = new Chuck.Player(this._physicsEngine, this._repository);
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/*
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this._me = new Chuck.Player(this._physicsEngine, this._repository);
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//this._camera = Camera.getInstance()
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//this._repository = Repository.getInstance();
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this._physicsEngine.setCollisionDetector(this._me);
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@ -108,11 +97,17 @@ define(["Chuck/Physics/Engine", "Box2D/Box2D"], function(PhysicsEngine, Box2D){
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Processor.prototype._update = function(self) {
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self._physicsEngine.update();
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//console.log(self._physicsEngine.getWorld().GetBodyList().GetPosition());
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//self._repository.update();
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//self._keyboardInput.update();
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//self._me.update();
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//self._camera.update();
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}
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return Processor;
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});
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@ -5,7 +5,7 @@ define(function() {
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STAGE_HEIGHT : 400,
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|
||||
// BOX2D INITIALATORS
|
||||
RATIO : 35,
|
||||
RATIO : 30,
|
||||
BOX2D_WORLD_AABB_SIZE : 3000,
|
||||
BOX2D_ALLOW_SLEEP : true,
|
||||
BOX2D_GRAVITY : 16,
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue